From 66ca0729489b9cb0d89016e638e00a186d86e9a8 Mon Sep 17 00:00:00 2001 From: Nimetu Date: Tue, 14 Oct 2014 15:29:06 +0300 Subject: [PATCH] Render table with rowspan, colspan. Borders, if enabled, adds +1 to cell padding. --- code/nel/include/nel/gui/group_table.h | 4 +- code/nel/src/gui/group_table.cpp | 201 ++++++++++++++++--------- 2 files changed, 134 insertions(+), 71 deletions(-) diff --git a/code/nel/include/nel/gui/group_table.h b/code/nel/include/nel/gui/group_table.h index f161c04f9..746078908 100644 --- a/code/nel/include/nel/gui/group_table.h +++ b/code/nel/include/nel/gui/group_table.h @@ -80,6 +80,7 @@ namespace NLGUI sint32 ColSpan; sint32 RowSpan; + sint32 TableColumnIndex; // The min height of the cell sint32 Height; @@ -194,13 +195,14 @@ namespace NLGUI WidthMax = 0; WidthWanted = 0; TableRatio = 0; - Height = 0; + RowSpan = 1; } sint32 Width; sint32 Height; sint32 WidthWanted; sint32 WidthMax; float TableRatio; + sint32 RowSpan; }; // Table row diff --git a/code/nel/src/gui/group_table.cpp b/code/nel/src/gui/group_table.cpp index 677260dbb..386cbacbd 100644 --- a/code/nel/src/gui/group_table.cpp +++ b/code/nel/src/gui/group_table.cpp @@ -46,6 +46,7 @@ namespace NLGUI Height = 0; ColSpan = 1; RowSpan = 1; + TableColumnIndex = 0; Group = new CInterfaceGroup(CViewBase::TCtorParam()); Align = Left; VAlign = Top; @@ -618,7 +619,7 @@ namespace NLGUI TableRatio = 0.f; ForceWidthMin = 0; Border=0; - BorderColor = CRGBA(127, 127, 127, 255); + BorderColor = CRGBA(32, 32, 32, 255); CellPadding=0; CellSpacing=0; ContinuousUpdate = false; @@ -752,35 +753,75 @@ namespace NLGUI // New cell ? if (cell->NewLine) + { + while (column < _Columns.size()) + { + if (_Columns[column].RowSpan > 1) + _Columns[column].RowSpan--; + column++; + } column = 0; + } // Resize the array if (column>=_Columns.size()) _Columns.resize(column+1); + // Handle rowspan from previous row + while (_Columns[column].RowSpan > 1) + { + _Columns[column].RowSpan--; + column++; + // if previous row had less elements, then we missing columns + if (column>=_Columns.size()) + _Columns.resize(column+1); + } + + // remember column index for later use + cell->TableColumnIndex = column; + + // new column, set rowspan from current + _Columns[column].RowSpan = cell->RowSpan; + float colspan = 1.f / cell->ColSpan; + float rowspan = 1.f / cell->RowSpan; + // Update sizes - if (cellWidth > _Columns[column].Width) - _Columns[column].Width = cellWidth; - if (cell->WidthMax > _Columns[column].WidthMax) - _Columns[column].WidthMax = cell->WidthMax; - if (cell->TableRatio > _Columns[column].TableRatio) - _Columns[column].TableRatio = cell->TableRatio; - if (cell->WidthWanted + additionnalWidth > _Columns[column].WidthWanted) - _Columns[column].WidthWanted = cell->WidthWanted + additionnalWidth; - if (cell->Height > _Columns[column].Height) - _Columns[column].Height = cell->Height; + if (cellWidth*colspan > _Columns[column].Width) + _Columns[column].Width = cellWidth*colspan; + if (cell->WidthMax*colspan > _Columns[column].WidthMax) + _Columns[column].WidthMax = cell->WidthMax*colspan; + if (cell->TableRatio*colspan > _Columns[column].TableRatio) + _Columns[column].TableRatio = cell->TableRatio*colspan; + if (cell->WidthWanted*colspan + additionnalWidth > _Columns[column].WidthWanted) + _Columns[column].WidthWanted = (sint32)(cell->WidthWanted*colspan) + additionnalWidth; if (_Columns[column].WidthWanted + additionnalWidth) _Columns[column].WidthMax = _Columns[column].WidthWanted + additionnalWidth; if (_Columns[column].WidthWanted > _Columns[column].Width) _Columns[column].Width = _Columns[column].WidthWanted; + if (cell->ColSpan > 1) { + // copy this info to all spanned columns, create new columns as needed + uint newsize = column + cell->ColSpan - 1; + if (newsize >= _Columns.size()) + _Columns.resize(newsize+1); + for(uint span = 0; span < cell->ColSpan -1; span++){ + column++; + _Columns[column].Width = _Columns[column-1].Width; + _Columns[column].WidthMax = _Columns[column-1].WidthMax; + _Columns[column].TableRatio = _Columns[column-1].TableRatio; + _Columns[column].WidthWanted = _Columns[column-1].WidthWanted; + _Columns[column].RowSpan = _Columns[column-1].RowSpan; + } + } + // Next column column++; } // Width of cells and table borders - sint32 borderWidth = 2*Border + ((sint32)_Columns.size()+1) * CellSpacing + ((sint32)_Columns.size()*2) * CellPadding; + sint32 padding = CellPadding + (Border ? 1 : 0); + sint32 borderWidth = 2*Border + ((sint32)_Columns.size()+1) * CellSpacing + ((sint32)_Columns.size()*2) * padding; // Get the width sint32 tableWidthMax = ForceWidthMin?ForceWidthMin:_LastParentW; // getWReal(); @@ -862,7 +903,6 @@ namespace NLGUI // Some space ? space = finalWidth - tableWidth; - if (space > 0) { // Then add in wanted Width cells @@ -952,6 +992,18 @@ namespace NLGUI } } } + + // If there is still space left, then sum up column widths + // and add all the remaining space to final column. + if (space > 0) + { + sint32 innerWidth = 0; + for(i=0;i<_Columns.size();i++) + innerWidth += _Columns[i].Width; + + if (innerWidth > 0 && finalWidth > innerWidth) + _Columns[_Columns.size()-1].Width += finalWidth - innerWidth; + } } } } @@ -962,7 +1014,8 @@ namespace NLGUI column = 0; sint32 row = 0; - sint32 currentX = Border + CellSpacing + CellPadding; + sint32 currentX = Border + CellSpacing + padding; + _Rows.clear (); for (i=0; i<_Cells.size(); i++) { @@ -971,25 +1024,41 @@ namespace NLGUI if (cell->NewLine) { column = 0; - currentX = Border + CellSpacing + CellPadding; + currentX = Border + CellSpacing + padding; + _Rows.push_back(CRow()); } + if (cell->TableColumnIndex > 0) + { + // we have active rowspan, must add up 'skipped' columns + for( ; columnTableColumnIndex; column++) + currentX += _Columns[column].Width + padding*2 + CellSpacing; + } + // Set the x and width // Check align sint32 alignmentX = 0; sint32 widthReduceX = 0; - if (cell->WidthMax < _Columns[column].Width) + sint32 columnWidth = _Columns[column].Width; + if (cell->ColSpan > 1) + { + // scan ahead and add up column widths as they might be different + for(int j = 1; jColSpan; j++) + columnWidth += CellSpacing + padding*2 + _Columns[column+j].Width; + } + + if (cell->WidthMax < columnWidth) { switch (cell->Align) { case CGroupCell::Center: - alignmentX = (_Columns[column].Width - cell->WidthMax) / 2; + alignmentX = (columnWidth - cell->WidthMax) / 2; widthReduceX = alignmentX * 2; break; case CGroupCell::Right: - alignmentX = _Columns[column].Width - cell->WidthMax; + alignmentX = columnWidth - cell->WidthMax; widthReduceX = alignmentX; break; default: @@ -997,11 +1066,11 @@ namespace NLGUI } } - cell->setX(currentX - CellPadding); - cell->setW(_Columns[column].Width + CellPadding*2); + cell->setX(currentX - padding); + cell->setW(columnWidth + padding*2); - cell->Group->setX(alignmentX + cell->LeftMargin + CellPadding); - cell->Group->setW(_Columns[column].Width - widthReduceX); + cell->Group->setX(alignmentX + cell->LeftMargin + padding); + cell->Group->setW(columnWidth - widthReduceX); cell->Group->CInterfaceElement::updateCoords(); // Update coords to get H @@ -1009,16 +1078,17 @@ namespace NLGUI cell->Group->updateCoords(); // Resize the row array - _Rows.back().Height = std::max(cell->Height, std::max(_Rows.back().Height, (sint32)cell->Group->getH())); + float rowspan = 1 / cell->RowSpan; + _Rows.back().Height = std::max((sint32)(cell->Height*rowspan), std::max(_Rows.back().Height, (sint32)(cell->Group->getH()*rowspan))); // Next column - currentX += _Columns[column].Width + 2*CellPadding + CellSpacing; - column ++; + currentX += columnWidth + 2*padding + CellSpacing; + column += cell->ColSpan; } // Set cell Y row = 0; - sint32 currentY = -(Border + CellSpacing + CellPadding); + sint32 currentY = -(Border + CellSpacing + padding); for (i=0; i<_Cells.size(); i++) { // New cell ? @@ -1027,37 +1097,45 @@ namespace NLGUI { if (_Rows[row].Height != 0) { - currentY -= _Rows[row].Height + 2*CellPadding + CellSpacing; + currentY -= _Rows[row].Height + 2*padding + CellSpacing; } row++; } // Check align sint32 alignmentY = 0; - if ((sint32)cell->Group->getH() < _Rows[row].Height) + sint32 rowHeight = _Rows[row].Height; + if (cell->RowSpan > 1) + { + // we need to scan down and add up row heights + int k = std::min((sint32)_Rows.size(), row + cell->RowSpan); + for(int j=row+1; jGroup->getH() < rowHeight) { switch (cell->VAlign) { case CGroupCell::Middle: - alignmentY = (_Rows[row].Height - (sint32)cell->Group->getH()) / 2; + alignmentY = (rowHeight - (sint32)cell->Group->getH()) / 2; break; case CGroupCell::Bottom: - alignmentY = _Rows[row].Height - (sint32)cell->Group->getH(); + alignmentY = rowHeight - (sint32)cell->Group->getH(); break; default: break; } } - cell->setY(currentY + CellPadding); - cell->setH (_Rows[row].Height + 2*CellPadding); - cell->Group->setY(-(alignmentY + CellPadding)); + cell->setY(currentY + padding); + cell->setH (rowHeight + 2*padding); + cell->Group->setY(-(alignmentY + padding)); } // Resize the table setW(finalWidth+borderWidth-_LastParentW); if (!_Rows.empty()) - currentY -= _Rows[row].Height + CellPadding + CellSpacing + Border; + currentY -= _Rows[row].Height + padding + CellSpacing + Border; setH(-currentY); // All done @@ -1246,53 +1324,35 @@ namespace NLGUI finalColor.modulateFromColor (BgColor, CWidgetManager::getInstance()->getGlobalColor()); finalColor.A = CurrentAlpha; - // Draw the top and bottom lines + // Draw the top line CViewRenderer &rVR = *CViewRenderer::getInstance(); - rVR.drawRotFlipBitmap (_RenderLayer, _XReal, _YReal, _WReal, border, 0, false, rVR.getBlankTextureId(), finalColor); rVR.drawRotFlipBitmap (_RenderLayer, _XReal, _YReal-border+_HReal, _WReal, border, 0, false, rVR.getBlankTextureId(), finalColor); - // Draw the left and right lines - sint32 insideHeight = std::max((sint32)0, (sint32)_HReal - (sint32)2*border); - rVR.drawRotFlipBitmap (_RenderLayer, _XReal, _YReal+border, border, insideHeight, 0, false, rVR.getBlankTextureId(), finalColor); - rVR.drawRotFlipBitmap (_RenderLayer, _XReal+_WReal-border, _YReal+border, border, insideHeight, 0, false, rVR.getBlankTextureId(), finalColor); + // Draw the left line + sint32 insideHeight = std::max((sint32)0, (sint32)_HReal - (sint32)border); + rVR.drawRotFlipBitmap (_RenderLayer, _XReal, _YReal, border, insideHeight, 0, false, rVR.getBlankTextureId(), finalColor); // Draw the inside borders - sint32 insideWidth = CellSpacing; - if (insideWidth) + if (CellSpacing) { - // Draw the inside verticals uint i; - sint32 x = _XReal + border + _Columns[0].Width + 2*CellPadding; - for (i=1; i<_Columns.size(); i++) + sint32 x, y; + for (i=0; i<_Cells.size(); i++) { - rVR.drawRotFlipBitmap (_RenderLayer, x, _YReal+border, insideWidth, insideHeight, 0, false, rVR.getBlankTextureId(), finalColor); - x += _Columns[i].Width + 2*CellPadding + insideWidth; - } + CGroupCell *cell = _Cells[i]; - // Draw the inside horizontals - sint32 y = _YReal + _HReal - border - _Rows[0].Height - 2*CellPadding; - if (_Rows[0].Height != 0) - { - y -= insideWidth; - } - for (i=1; i<_Rows.size(); i++) - { - uint j; - x = _XReal + border; - if (_Rows[i].Height != 0) - { - for (j=0; j<_Columns.size(); j++) - { - rVR.drawRotFlipBitmap (_RenderLayer, x, y, _Columns[j].Width + 2*CellPadding, insideWidth, 0, false, rVR.getBlankTextureId(), finalColor); - x += _Columns[j].Width + 2*CellPadding + insideWidth; - } - y -= _Rows[i].Height + insideWidth + 2*CellPadding; - } + x = cell->getXReal(); + y = cell->getYReal() - CellSpacing; + // right + rVR.drawRotFlipBitmap (_RenderLayer, x + cell->getW(), y, CellSpacing, cell->getH() + CellSpacing, 0, false, rVR.getBlankTextureId(), finalColor); + // bottom + rVR.drawRotFlipBitmap (_RenderLayer, x, y, cell->getW(), CellSpacing, 0, false, rVR.getBlankTextureId(), finalColor); } } - } - if (Border) { + } + if (Border) + { CViewRenderer &rVR = *CViewRenderer::getInstance(); CRGBA borderColorTL; @@ -1305,7 +1365,8 @@ namespace NLGUI borderColorBR.A = CurrentAlpha; // beveled table border - for (sint32 i=0; i